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Features

Features#

In game editor

Every placement is made in game, with the model attached to your character while you drag it. No offset is ever typed into a config file.

KeyAction
F7Open and close the editor
Left drag on the crossMove the item
Right drag on the crossRotate the item
Mouse wheel on the crossPush the item forward and back
SHIFTHold for precision, drops to twelve percent speed
WSwitch the gizmo to move mode
RSwitch the gizmo to rotate mode
FFocus the camera on the selected item
Drag empty spaceMove the camera
CTRL + drag empty spaceOrbit above and below the character
Mouse wheel on empty spaceZoom
ENTERSave for everyone
ESCClose the editor

The gizmo is aligned to the character, so the red handle always moves the item to the character's right, green moves it forward and blue moves it up. Sliders for position and rotation sit under the preview with typed numeric input for exact values.

Pressing F keeps the camera locked on the item while you work. It stops following while you drag so the view never fights your hand, then settles back on the item the moment you let go.

Body anchors

Ten anchor points cover the whole body. Each one has its own default offset and its own surface limits.

AnchorAnchor
Upper backLower back
ChestAbdomen
Right hipLeft hip
Right thighLeft thigh
Right shoulderLeft shoulder

Anchors appear as bubbles on the character while an item is selected, so you click the body part instead of picking from a list. Choosing one snaps the item to a sensible starting position for that anchor, then you refine it.

Item props

The system is not limited to weapons. Any inventory item can be given a GTA prop model and placed on the body exactly like a gun.

Example itemProp model
Guitarprop_acc_guitar_01
Axeprop_tool_fireaxe
Fishing rodprop_fishing_rod_01
Backpackp_michael_backpack_s
Tool boxprop_tool_box_04

You can type the model name yourself, or let the editor find it. Clicking an unregistered item runs a scan that uses the item, watches for the object the game spawns, captures its model and cleans the object up again. The item is refunded if using it consumed a count.

Registered props are listed in their own tab with an edit button and a delete button, so you can manage them without hunting through the item list.

Vehicle storage

Weapons stored in a trunk or a glovebox appear physically inside it. Points are created once per vehicle model and every car of that model uses them.

OptionDescription
Storage areaTrunk or glovebox and cabin
Categoryany, pistol, smg, rifle, shotgun, sniper, heavy or melee

Open the Vehicles tab and the nearest vehicle is selected for you. The storage door opens on its own, the camera frames the compartment and already saved points appear as faded ghosts so you never stack two weapons in the same spot. A weapon dropped straight onto the trunk floor lands where you dropped it, lifted just clear of the surface.

Category points let a rifle sit flat along the floor while a pistol sits in a corner. A point set to any catches whatever is left over.

Items shown in vehicle storage are weapons plus any item defined in the PropModels config table. Props registered only from the editor appear on the body, not in trunks.

Placement priority

Three layers decide where an item sits, checked in order.

LayerWhen it applies
PersonalA placement saved for that specific character
Server defaultA placement saved for that item for everyone
Category defaultThe default saved for the item's weapon category

Set one placement per category and every weapon in the game is covered without touching them individually. Anything you place by hand afterwards overrides the category.

Body clipping

Models are pushed out of the body instead of being trusted to sit right. The real bounding box of each model is measured, projected onto the outward direction of the anchor, and the item is moved along that axis until nothing intersects the ped.

This runs on the saved placement as well as on the live preview, so a rifle that clears the back on a male character also clears it on a female one.

Turning PreventBodyClipping off in the config disables this correction completely and uses your raw offsets. Only do that if you are placing models that are supposed to overlap the body.

Male and female offsets

Male and female freemode models do not share a skeleton shape. A per anchor correction table is applied automatically when the character is female, so one saved placement looks right on both.

Framework and inventory support

Everything is detected at runtime, there is nothing to switch on.

LayerSupported
FrameworkQBCore, QBox, ESX
Inventoryqb-inventory, new-qb-inventory, ps-inventory, lj-inventory, ox_inventory, qs-inventory, codem-inventory, core_inventory, inventory
Databaseoxmysql, tables created on first start
LanguageEnglish, Turkish, German, French, Russian

Performance

StateCost
Editor closedIdle loops only
Editor openActive, one player at a time

Other players' items are only created inside SyncDistance and deleted again when they leave it. A player's loadout is hashed on the server and only broadcast when it actually changes, so standing still costs no network traffic. The full item list is cached server side for thirty seconds, and every editor draw loop sleeps while the panel is closed.

Exports

Server

lua
exports['frkn-weaponsling']:NotifyVehicleInventoryMove(source, fromInventory, toInventory, fromSlot, toSlot)

Call this after a successful transfer if your inventory uses a move event the resource does not already listen for. Vehicle storage names are recognised in the trunk-PLATE, glove-PLATE and glovebox-PLATE formats.

qb, new-qb, ps, lj and ox_inventory are handled without this export. You only need it for a custom or heavily modified inventory.